The Last of Us Remake | March 28th 2023

  • Thread starter Thread starter mrk
  • Start date Start date
Anyway to change the refresh rate? Feels like it's stuck at 60hz, or is this normal? lol
Refresh rate? Or do you mean fps? The refresh rate is dictated by whatever you have set in Windows display settings, the game presents in windowed borderless, not fullscreen, so refresh rate is set by the OS if you're seeing it at 60Hz.

Optimal settings for me has been everything Ultra + DLSS Performance :D

Edit* my review is up on Neowin:


Edit*

DF's vid now up:

 
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DFs video shows the game is loading and decompressing on the fly causing fps drops. That makes sense now for what I am seeing.

Sounds like they have ported the PS5 game without taking into account PCs don't have hardware decompression.

That unchallenging alleyway with the 3600 pegged to 100%, was also where I noticed 65% CPU utilisation on my 5800X3D.

So interestingly I just laoded up this exact section and used DLSS Quality which is what Alex at DF was using in that video also at 1440P, though I am on everything Ultra, here's what my 12700KF showed, which is on par with the 5800X3D in this example:

DF-alley_tlou-i_2023_04_02_21_25_15_456.jpg


PC does have hardware decompression via Direct Storage, but this games does not implement DS on PC, but they could have leveraged actual SSD read speeds, even a SATA SSD is capable of 550MB/s read and that would have dramatically decreased load times and shader comp times. Look at games like Callisto Protocol and Dead Space, also linear non-open world games, they both load basically instantly and the shader comp times are not in the double digits either.

Just listened to Jeff Gerstmann podcast in which he had Dave Lang (Joint owner of Iron Galaxy) Now they are friends in real life so it's never going to be a hostile interview and this was a few weeks before Last of us release for PC. Lang said they done some "small" amount of work on the port. So there a few options here
:D
A) He's lying, they were the main Company used for porting to the PC B) He knew the port was in bad shape so played down Iron Galaxy involvement C) He's telling the truth and another Dev was mostly responsible for porting to the PC.

What I would say is, Dave Lang / Iron Galaxy do have a genuine love for gaming. He's worked on loads of old console games and some classics. I doubt they would want to release a port in this state.

It's likely they did have a small part, likely the final segments of the launch, to polish up bugs and optimisation. Naughty Dog already stated on written record that they began the development for PC in-house, and I refuse to accept that Iron Galaxy did the bulk of the development because the hallmarks of Naughty Dog are all over the gameplay itself, mechanics, props, lighting etc all are the kind of detail Naughty Dog are known for, just the final polish for optimisation is missing, which is a track record item for Iron Galaxy.
 
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Brilliant review mate, very fair and balanced. Spotted a really minor grammatical error:

“Under all the technical issues lies fantastic game just waiting to be played by newcomers”

Should be “a” in between lies and fantastic ? Super minor I know, but thought I’d point it out in case you are able to easily update it :)
Damn there's always a little thing like that, always! Cheers :D

Another game that's CPU limited, seems to be a trend lately.
I can see why a portion of people think that it's deliberate, let the early buyers find the bugs and report them, the devs get the game out "on time" and can do a day/week 1 patch etc.
 
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I'm using the Nvidia recommended settings now someone mentioned that if you change DLSS mode during gameplay then it can crash later on, ubut if you change it, then reload the game then that's fine, and so far that has indeed been fine on my New Game+ Btw just closing your browser widows before loading the game will free up over 1GB of VRAM as browsers now are GPU accelerated, so even in the BG they take up VRAM when minimised, even though Windows 11 will suspect the app when minimised.

DiMp03T.jpg
 
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It does seem to be very picky on what or when it crashes and when not. I just played.

I just had a crash having said the above lol, in the start with tess when you first exist the spore room, just froze and CTD. CRAM was showing as 10GB total inc system so wasn't even close to the limit, it's just very picky it seems.

I did however have enought ime to do an RTSS stats bench which showed:

Average framerate : 109.4 FPS
Minimum framerate : 82.1 FPS
Maximum framerate : 143.7 FPS
1% low framerate : 71.7 FPS
0.1% low framerate : 52.2 FPS

Also the HDR in this is very good on OLED 1000 nits. Quite blindingly bright where it needs to be and I like that you can press V in the brightness screen when HDR is enabled in Widnows and then get a realtime view of the game to see what your adjustments look like:

j5qQsIi.jpg

1W4iQbW.jpg

Look at that black level :cool:

Far as I'm concerned, all they need to do is fix these crashes so nobody has the issue, then fix the mouse camera panning judder, and from me it's then am 8-9/10 as far as the game goes at that point and ignoring the launch issues. Both of those are in the list of fixes coming too so will be if they come up true on their word.
 
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Hmm 25% shader comp in 15 minutes, this is going to take longer than the 23 minutes I clocked each time before the patch I think...
 
I am using the new hotfix nvidia driver that is said to fix the crashing issues some 30 series cards have. The shader comp did finish though, it took 26 minutes, 3 minutes longer than before. Loading the save also took a shade over 1 minute, it was 43 seconds with the previous patch.

I also note that the framerate is also slightly lower in the same scenes:

6rReDgM.jpg

Average framerate
89.5 FPS
Minimum framerate
58.7 FPS
Maximum framerate
114.7 FPS
1% low framerate
63.6 FPS
0.1% low framerate
55.7 FPS

vs before:

Average framerate
109.4 FPS
Minimum framerate
82.1 FPS
Maximum framerate
143.7 FPS
1% low framerate
71.7 FPS
0.1% low framerate
52.2 FPS

I was on the latest Studio driver version previously which this hotfix driver is based on, but has the crash fixes for the game so I assume there is a performance penalty for that now.

Btw mouse camera judder is still there, did not expect that to be fixed as it's still on their known issues list. Maybe this will be part of the big patch coming on Friday.


Edit*
The linked nvidia post has comments saying that crashes still happen, just it takes longer now to happen. I guess we are awaiting until Friday then to see what is what with the big game patch... Going back to Studio drivers as thes ehotfix drivers are labelled as beta...
 
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Mouse juddering is still on the known issues list so it can't have been fixed though, placebo? :p

I was curious so was checking out RAM and VRAM usage between some games I have installed, all of these are relatively (or were at launch) heavier on various resources. Cyberpunk being the biggest of them all of course. I don't have Hogwarts installed but that's up there too I guess.

All DX12 at max settings with max RT where available, all using DLSS or FSR2 (except Days Gone which has no upscaler support). Some of these are even using the same engines...

Cyberpunk:
XslyRIU.jpg
VRAM use: 5.6GB
RAM use: 3.5GB

Res Evil 4 Remake:
m78ABkq.jpg
VRAM use: 8.6GB
RAM use: 4.5GB

Last of Us:
cqUxPdD.jpg
VRAM use: 9.7GB
RAM use: 11.7GB to 14GB


Witcher 3 Next Gen:
F1LTqgI.jpg
VRAM use: 5.7GB
RAM use: 4.3GB

Hogwarts:
uGmZcg5.jpg
VRAM use: 9.6GB
RAM use: 13.6GB to 22GB


Dead Space Remake:
UAgGMn0.jpg
VRAM use: 7.4GB
RAM use: 6GB

Callisto Protocol:
m1nHRS1.jpg
VRAM use: 6.6GB
RAM use: 6GB

So yeah, along with Hogwarts which was known for its resource hogging/unoptimised nature at launch (and still is tbh) it's clear that the lack of optimisation for resource use is what's leading us down this path where people and outlets are saying that a certain VRAM amounts are not enough now, and all this does is tells devs that they can continue to be sloppy.
 
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The lol was for the fact that they launched Witcher Next Gen in the state it was in given that they went through all the flap with Cyberpunk and seemed to not have learned a thing, then spent months optimising Witcher 3 which it now is. Novigrad at 55-65fps with RT enabled and Ultra+? Yeah that's now a thing... The rest of the map is 85fps+ typical (screenshot above was taken before the latest patch).
 
You should not need to turn of ReBAR in the BIOS< it's actually useful in many games - If you need to disable it in for a particular game, just do it via Nvidia Profile Inspector.
Are we expecting huge changes in this patch tomorrow? I've seen it mentioned a few times now.
They said it's a much bigger patch, so I suspect a rework of a whole bunch of stuff from shader comp to textures to the effects the engine uses etc.
 
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